updating D3DLIGHT9

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8 comments, last by unbird 13 years, 2 months ago
While trying to update the directional light using SetLight, I get D3DERR_INVALIDCALL error.

Here's what I did:


D3DLIGHT9 updatedLight;

//Update the Light Value
ZeroMemory(&updatedLight, sizeof(updatedLight);
updatedLight.Ambient = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
updatedLight.Diffuse = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
updatedLight.Direction = D3DXVECTOR3(0.707f, -0.707f, 0.707f);
updatedLight.Specular = D3DXCOLOR(0, 0, 0, 1.0f);
updatedLight.Type = D3DLIGHT_DIRECTIONAL;

d3dDevice->SetLight(0, &updatedLight);


Can anyone please tell me proper way to do it? Thanks!
My first 3D game: Click Here
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First, the code you posted shouldn't compile as you're missing a parentheses before the semi-colon in the ZeroMemory line.

Second, in which line does the error occur? Where do you check for errors?

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

Sorry, I was typing fast. That was just an example, not the real code I am using but should show what I am doing.

Error is that the return value of d3dDevice->SetLight is D3DERR_INVALIDCALL. I looked the function up in msdn ( http://msdn.microsof...6(v=vs.85).aspx ) and it says, "If a set of lighting properties exists at this index, it is overwritten by the new properties specified in pLight." And that is exactly what I am trying to do. I had defined a light property in index 0, now I want to update it with new property.
Can you tell me what I am doing wrong? Thanks!
My first 3D game: Click Here
Does the light that you want to update (at index 0) work properly?

I recommend you to go step by step:
First, call GetLight() and get the light at index 0. Then, only update diffuse color. If no error occurs, then update ambient color. And if no error occurs, update other property etc. etc. etc.

Also, doc says "You can call IDirect3DDevice9::SetLight with new information as needed to update the light's illumination properties.". There's a point here: "light's illumination properties". What do they exactly mean with illumination property?
Are position and direction vectors illumination property?
Or type?

I dunno, but I think that this is where the problem comes.

hth.
-R
There's no "hard", and "the impossible" takes just a little time.
That was just an example, not the real code
The "example" code (with the correction I noted above) compiles and runs fine.

As an example answer, I'd guess there's an error in your real code. If you want more help, post your "real" code.

If you don't get an error the first time you set the light, post the "real" code for that, too.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

And turn the DX debug runtime on to get more out of that invalid call. Hopefully.

Does the light that you want to update (at index 0) work properly?

I recommend you to go step by step:
First, call GetLight() and get the light at index 0. Then, only update diffuse color. If no error occurs, then update ambient color. And if no error occurs, update other property etc. etc. etc.

Also, doc says "You can call IDirect3DDevice9::SetLight with new information as needed to update the light's illumination properties.". There's a point here: "light's illumination properties". What do they exactly mean with illumination property?
Are position and direction vectors illumination property?
Or type?

I dunno, but I think that this is where the problem comes.

hth.
-R


Oh man, you're genius. I should call GetLight and then only change the properties, and at last call SetLight. Thank you very much!
My first 3D game: Click Here

And turn the DX debug runtime on to get more out of that invalid call. Hopefully.
This.

[quote name='unbird' timestamp='1296504964' post='4767639']
And turn the DX debug runtime on to get more out of that invalid call. Hopefully.
This.
[/quote]

It was in the debug mode the whole time, only error it showed me was:



Direct3D9: (ERROR) :SetLight failed.

D3D9 Helper: IDirect3DDevice9::SetLight failed: D3DERR_INVALIDCALL

My first 3D game: Click Here
So much for hope :/

From a quick glance I can't spot a violation of the parameters, but sometimes even documentation is wrong or incomplete. So programci_84's approach (combined with a "binary search") from a working light is probably your best shot. Just be aware that reading back states from a device is not always possible (pure device). Looking at the SDK tutorials might also help (e.g. they actually do sometimes set a range for directional lights, though the docs state it's ignored).

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